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Post by docfullton on Feb 13, 2019 17:04:59 GMT
Name: Telekinetic Weapon Attack
Casting time: 1rd Range: 10m Duration: instant MP cost: 4 Description: You may make a MA attack at a distance and do your damage. Still need to make a MA/melee weapon attack roll. Weapons are useable as well.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Feb 13, 2019 17:38:13 GMT
Name: Telekinetic Weapon Attack
Casting time: Free Action Range: 10m Duration: 1 Round/Next Attack MP cost: 4 Description: Your next melee attack (with or without a weapon) has a range of up to 10m as waves of telekinetic energy strike your foe. Anyone attempting to parry this is at a Quarter or -60 as they struggle to see where the blow may land.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Feb 13, 2019 19:18:40 GMT
Name: Telekinetic Weapon Attack
Casting time: Free Action Range: 10m Duration: 1 Round/Next Attack MP cost: 4 Description: Your next melee attack (with or without a weapon) has a range of up to 10m as waves of telekinetic energy strike your foe. Anyone attempting to parry this is at a Quarter or -60 as they struggle to see where the blow may land, but only if the attack is made at a range of 3m or greater.
Figured if you were to use this to attack someone close to you, you wouldn't gain the benefit of the parrying penalty.
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Post by logan9a on Feb 13, 2019 21:59:13 GMT
Telekinetic Weapon Attack [Credit: Alex, Chris]
Casting time: Free Action Range: 10m Duration: 1 Round/Next Attack MP cost: 4 Description: Your next melee attack (with or without a weapon) has a range of up to 10m as waves of telekinetic energy strike your foe. Anyone attempting to parry this is at -30 as they struggle to see where the blow may land, but only if the attack is made at a range of 3m or greater, unless they are parrying with a shield (then the parry is at full). This attack may also be dodged.
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Post by Fantômas on Feb 13, 2019 23:30:51 GMT
Would barriers/cover interfere with this attack? eg there is a person between you and the target or they are shooting around a corner with only the arm and part of their head exposed, they are standing partly behind a tree etc
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Post by logan9a on Feb 14, 2019 0:14:55 GMT
Cover? Good question.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Feb 14, 2019 1:18:56 GMT
I would say yes, cover does help.
I'm thinking of it like this: imagine you are wielding a really long pole, up to 10m. The bit that you are holding is "solid" but the bit in the middle is intangible. The bit at the end that you hit your enemy with is solid. Things can pass through the middle but the tip still needs to find its way to the target. If they are behind a flipped over table, you'll have a harder time making the tip connect; it doesn't magically move through obstacles, hence why you are still able to block it with a shield.
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Post by Fantômas on Feb 14, 2019 3:18:12 GMT
I pictured it more being a wave of force that springs out from your weapon. Mainly due to it being usually portrayed that way in martial arts movies, anime etc.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Feb 14, 2019 10:53:29 GMT
That was another way I was picturing it, yeah. Either way, cover would still apply.
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Post by logan9a on Feb 14, 2019 12:14:48 GMT
Thought: This one could be 'force' (ie same shit that a weapon does) and you could have one that springs off of it (side branch) that does 'spiritual'. This wouldn't matter at all for normal critters (same exact damage) but would allow you to punch ghosts in the face.
Side branch vision: The spell above -> punch ghost in the face -> 10m punch ghost in the face.
Thoughts?
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Feb 14, 2019 12:27:14 GMT
Sounds good to me. I can write it up later if nobody else has yet.
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Post by logan9a on Feb 21, 2019 0:16:20 GMT
Please do.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Feb 21, 2019 1:19:02 GMT
Telekinetic Weapon Attack [Credit: Alex, Chris]
Casting time: 1 Round Range: 10m Duration: Combat MP cost: 10
Description: Your melee attacks (with or without a weapon) have a range of up to 10m as waves of telekinetic energy strike your foe. Anyone attempting to parry this is at -30 as they struggle to see where the blow may land, but only if the attack is made at a range of 3m or greater, unless they are parrying with a shield (then the parry is at full). This attack may also be dodged.
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Post by logan9a on Feb 21, 2019 1:24:08 GMT
Telekinetic Weapon Attack [Credit: Alex, Chris]
Casting time: 1 Round Range: 10m Duration: Combat MP cost: 10
Description: Your melee attacks (with or without a weapon) have a range of up to 10m as waves of telekinetic energy strike your foe. Anyone attempting to parry this is at -30 (in addition to any other penalties; not able to be parried if the negative takes them under -60%) as they struggle to see where the blow may land, but only if the attack is made at a range of 3m or greater, unless they are parrying with a shield (then the parry is at full). This attack may also be dodged.
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Post by Fantômas on Feb 21, 2019 3:14:37 GMT
Telekinetic Weapon Attack (one Shot)
Casting time: 1 Round Range: 10m Duration: Till used or next sunup or sundown - whichever comes first MP cost: 4
Description: This is a once only occurrence. Your melee attack with a weapon have a range of up to 10m as waves of telekinetic energy strike your foe. If the target is within 3m parry and dodge suffer no penalties. If the target is 3m or more away, any parry* or dodge is at a -30 (if in addition to other penalties the target is at a negative greater than 60, the attack cannot be parried nor dodged). Cover applies as normal. *The target suffers no penalties from this spell attack if they are using a shield.
Telekinetic Weapon Attack (Entire Combat)
Casting time: 1 Round Range: 10m Duration: Till used or next sunup or sundown - whichever comes first MP cost: 6
Description: This lasts for the entire combat. ie the effect can occur multiple time within one combat. Your melee attacks with a weapon have a range of up to 10m as waves of telekinetic energy strike your foe. If the target is within 3m parry and dodge suffer no penalties. If the target is 3m or more away, any parry* or dodge is at a -30 (if in addition to other penalties the target is at a negative greater than 60, the attack cannot be parried nor dodged). Cover applies as normal. *The target suffers no penalties from this spell attack if they are using a shield.
Telekinetic Weapon Attack (Day)
Casting time: 1 Round Range: 10m Duration: next sunup or sundown - whichever comes first MP cost: 8
Description: This lasts until sunset or sunrise. ie you can use this effect across multiple combats. Your melee attacks with a weapon have a range of up to 10m as waves of telekinetic energy strike your foe. If the target is within 3m parry and dodge suffer no penalties. If the target is 3m or more away, any parry* or dodge is at a -30 (if in addition to other penalties the target is at a negative greater than 60, the attack cannot be parried nor dodged). Cover applies as normal. *The target suffers no penalties from this spell attack if they are using a shield.
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